Volumetric Scene Reconstruction from Multiple Views

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1 Volumetric Scene Reconstruction from Multiple Views Chuck Dyer University of Wisconsin Image-Based Scene Reconstruction Goal Automatic construction of photo-realistic 3D models of a scene from multiple images taken from a set of arbitrary viewpoints Image-based modeling; 3D photography Applications Interactive visualization of remote environments or objects by a virtual video camera for flybys, mission rehearsal and planning, site analysis, treaty monitoring Virtual modification of a real scene for augmented reality tasks 1

2 Two General Approaches World Representation World centered: : Recover a complete 3D geometric (and possibly photometric) model of scene Operations: : feature correspondence, tracking, calibration, structure from motion, model fitting,... Plenoptic Function Representation Camera centered: : Integration of images which sample scene geometry E.g., panoramas, light fields, LDIs Operations: : image segmentation, registration, warping, compositing, interpolation,... Light Fields A range of viewpoints represented by a set of images [Levoy and Hanrahan, 1996] 2

3 Standard Approach: Multiple View Stereo [Fitzgibbon and Zisserman, 1998] Weaknesses of the Standard Approach Views must be close together in order to obtain point correspondences Point correspondences must be tracked over many consecutive frames Many partial models must be fused Must fit a parameterized surface model to point features No explicit handling of occlusion differences between views 3

4 Our Approach: Volumetric Scene Modeling Goal: Determine transparency and radiance of points in V 3D Scene Reconstruction from Multiple Views Camera calibration Input images 3D Reconstruction 4

5 Discrete Formulation: Voxel Space Goal: Assign RGBA values to voxels in V that are Goal: photo-consistent with all input images Complexity and Computability N 3 G = space of all colorings (C ) P = space of all photo-consistent colorings (computable?) S = true scene (not computable) S PG 5

6 Voxel-based Scene Reconstruction Methods 1. Shape from Silhouettes Volume intersection [Martin & Aggarwal, 1983] 2. Shape from Photo-Consistency Voxel coloring [Seitz & Dyer, 1997] Space carving [Kutulakos & Seitz, 1999] Reconstruction from Silhouettes Approach: Backproject each silhouette Intersect backprojected generalized-cone volumes 6

7 Volume Intersection Reconstruction contains the true scene Best case (infinite # views): visual hull (complement of all lines that don t intersect S) 2D: convex hull 3D: convex hull hyperbolic regions Shape from Silhouettes Reconstruction = object + concavities + points not visible 7

8 Voxel Algorithm for Volume Intersection Color voxel black if in silhouette in every image O(MN 3 ) time for M images, N 3 voxels Don t have to search 2 N3 possible scenes Image-based Visual Hulls [Matusik et al., 2000] 8

9 CMU s Virtualized Reality System Shape from 49 Silhouettes Surface model constructed using Marching Cubes algorithm 9

10 Virtual Camera Fly-By Texture mapped and sound synthesized from 6 sources Properties of Volume Intersection Pros Cons Easy to implement Accelerated via octrees Concavities are not reconstructed Reconstruction does not use photometric properties in each image Requires image segmentation to extract silhouettes 10

11 Voxel-based Scene Reconstruction Methods 1. Shape from Silhouettes Volume intersection [Martin & Aggarwal, 1983] 2. Shape from Photo-Consistency Voxel coloring [Seitz & Dyer, 1997] Space carving [Kutulakos & Seitz, 1999] Voxel Coloring Approach Visibility Problem: In which images is each voxel visible? 11

12 The Global Visibility Problem Which points are visible in which images? Forward Visibility known scene Inverse Visibility known images Depth Ordering: Visit Occluders First!" Condition: Depth order is view-independent independent 12

13 What is a View-Independent Depth Order? A function f over a scene S and a camera space C such that for all p and q in S, v in C p occludes q from v only if f(p) < f(q) For example: f = distance from separating plane Plane Sweep order [Collins, 1996] Example: 2D Scene and Line of Cameras Arrange cameras to simplify occlusion relationships Depth-order traversal of voxels determines visibility 13

14 Panoramic Depth Ordering Cameras oriented in many different directions Planar depth ordering does not apply Panoramic Depth Ordering Layers radiate outwards from cameras 14

15 Panoramic Layering Layers radiate outwards from cameras Panoramic Layering Layers radiate outwards from cameras 15

16 Compatible Camera Configurations Depth-Order Constraint Scene outside convex hull of camera centers Inward-Looking cameras above scene Outward-Looking cameras inside scene Calibrated Image Acquisition Selected Dinosaur Images Calibrated Turntable 360 rotation (21 images) Selected Flower Images 16

17 Layered Scene Traversal Results: Dinosaur 21 input images spanning 360 rotation 1K voxels 5K voxels 72K voxels 17

18 Results: Rose 1 of 21 input images 3 synthesized views Results! "# "$% &'! "(# "$% 18

19 Scaling Up Voxel Coloring Time complexity #voxels #images Too many voxels in large, high-resolution scenes Enhancements Texture mapping use hardware to project images to each layer of voxels Variable voxel resolution use octrees and coarse-to to- fine processing Volumetric warping warp voxel space to extend to an infinite domain Coarse-to to-fine Voxel Coloring: Octrees Determine colored voxels at current level Spatial coherence add neighboring voxels Decompose colored voxels into octants; repeat 19

20 Volumetric Warping G. Slabaugh,, T. Malzbender,, B. Culbertson, 2000 Results 20

21 Voxel Coloring for Dynamic Scenes Given: Video sequences from multiple cameras Goal: Interactive, real-time fly-by of dynamic scene Dynamic Voxel Coloring: Input Views 21

22 Reconstruction for One Time Instant Sequence of Reconstructions 22

23 Voxel Coloring for Dynamic Scenes Coarse-to to-fine recursive decomposition focuses on regions of interest Exploit temporal coherence Use coloring at time t k to initialize lowest resolution voxels at time t k+1 Trace rays from changed pixels only Limitations of Depth Ordering A view-independent independent depth order may not exist: # Need more general algorithm Unconstrained camera positions Unconstrained scene geometry and topology 23

24 Voxel-based Scene Reconstruction Methods 1. Shape from Silhouettes Volume intersection [Martin & Aggarwal, 1983] 2. Shape from Photo-Consistency Voxel coloring [Seitz & Dyer, 1997] Space carving [Kutulakos & Seitz, 1999] Space Carving Algorithm Step 1: Initialize V to volume containing true scene with all voxels marked opaque Step 2: For every voxel on surface of V Test photo-consistency of voxel with those cameras that are in front of it If voxel is inconsistent, carve it (i.e., mark it transparent) Step 3: Repeat Step 2 until all voxels consistent 24

25 Visibility Property $ $ % p S consistent p )consistent p )inconsistent p S inconsistent This property ensures that carving converges Space Carving Convergence Guaranteed convergence to the photo hull, i.e., union of all photo-consistent scenes Worst case # consistency checks: (# cameras) 2 (# voxels) & True Scene Reconstruction 25

26 Space Carving Algorithm Optimal algorithm is unwieldy Complex visibility update procedure Alternative: Multi-Pass Plane Sweep Algorithm Efficient, can use texture-mapping hardware Converges quickly in practice Easy to implement Multi-Pass Plane Sweep True Scene Reconstruction 26

27 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 27

28 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 28

29 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 29

30 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 30

31 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 31

32 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 32

33 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 33

34 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 34

35 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 35

36 Multi-Pass Plane Sweep Multi-Pass Plane Sweep 36

37 Multi-Pass Plane Sweep Results: African Violet **!+,-. 37

38 Results: Hand **! +((. ' Texture Effects on Voxel Coloring 38

39 Effects of Noise = 0 = 1 = 2 = 3 = 5 = 10 = 15 Effects of Voxel Resolution voxel size = 1 voxel size = 2 voxel size = 3 voxel size = 4 voxel size = 5 voxel size = 10 voxel size = 20 39

40 Other Extensions Dealing with calibration errors Kutulakos,, 2000 Construct approximate photo hull defined by weakening the definition of photo-consistency so that it requires only that there exists a photo-consistent pixel within distance r of the ideal position Partly transparent scenes De Bonet and Viola, 1999 Compute at each voxel the probability that it is visible (or the degree of opacity) Optimization algorithm finds best linear combination of colors and opacities at the voxels along each visual ray to minimize the error with the input image colors Voxel Coloring / Space Carving Summary The more the marble wastes, the more the statue grows. Michelangelo Pros Non-parametric Can model arbitrary geometry and topology Camera positions unconstrained Guaranteed convergence Cons Expensive to process high resolution voxel grids Carving stops at first consistent voxel,, not best Assumes simple, known surface reflectance model, usually Lambertian Collaborators Steve Seitz, Andrew Prock, Kyros Kutulakos 40

41 Current Work BRDF estimation from multiple views Modeling is more than geometry need to simultaneously recover surface reflectance models Wide-baseline feature point correspondence Calibration from multiple moving objects Metric self-calibration from static scenes 41

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